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All right. This is my first tutorial, for all those who don't know me (all of you), I'm Tom. I have been trying to figure out how to add Pokemon, so I read every tutorial out there, but none seemed to work. So I took it upon myself and started to experiment. This tutorial works for me, I hope it works for you! I already wrote this, but my computer deleted it all, so here we go again.

NOTE ON EMERALD:

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FOR EMERALD, THE PALETTE CANNOT BE CHANGED. FOR INSERTING POKEMON IN EMERALD, USE RS BALL TO GET THE PALETTE OF A SIMILARLY COLOURED POKEMON. OPEN THE PICTURE OF THIS POKEMON PROVIDED IN ELITE MAP. COPY THE COLOURS AND RECOLOUR YOU NEW POKEMON. USE THE PALETTE CODE PROVIDED IN RS BALL FOR THE PALETTE IN POKE EDIT PRO.

Make your sprite. It's size should be 64x64. Make the background a colour not used in the sprite. Save it as a .PNG file.(I am using a trainer as a Pokemon. Why? I just like to mix things up. You, use your Pokemon when you see my swimmer.)

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STEP 2:

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Open your Pokemon with InfranView.

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STEP 3:

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Click on the "Image" tab and select "Decrease Colour Depth".

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STEP 4:

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Select "16 Colours (4BPP). Click "OK"

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STEP 5:

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Click the "Image" tab again. Go to the bottom where it says "Palette" and click "Edit palette..."

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STEP 6:

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Click the first colour and copy down its RGB code. Then do the same with your background colour. (For me, the first colour is usually black with 4,2,4, and the background is the eighth colour.)

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STEP 7:

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Switch 'em. Double click on the first colour, click "Define Custom Colours" and where it says "RGB" Type in your code. (The first number goes next to the "R", the second next to the "G" and the third next to the "B". Repeat for you background colour. It will look messed up, that's OK. Save it as a different PNG file.

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STEP 8:

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Open both sprites in two different MS Paint applications.

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STEP 9:

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Click "Ctrl" and "A" on the old sprite, and then "Ctrl" and "C". Go to the new sprite, and click "Ctrl" and "V". Save it as a PNG.

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STEP 10:

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Go to where you saved it. Right click on the new picture and hit "Properties". Where it says "Size" look at the number in parentheses. (## bytes) Add ten to it and write it down.

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STEP 11:

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Open up FSF. Open your ROM with it. Where it says "Needed bytes" type in the number you got in the last step. Select "Search from the beginning of the ROM" and hit "Search". Copy down that result. Then change the needed bytes to 64. Search and copy down that result.

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STEP 12:

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Open up unLZ-GBA. Open your ROM and go to a random sprite. (Mine start at 668.) Click "Import" find your picture.

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STEP 13:

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Hit "Write to ROM". Select all the boxes. Where it says "Image offset", type in your first FSF result. Where it says "Palette offset", type in your second. Click "OK"

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STEP 14:

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Open up Poke Edit Pro. Go either to a Pokemon you want to replace, or to one of the "???????" after Celebi. Where it says "Sprite offset", type in your first FSF result, and where it says "Norm. Palette", type in your second result.

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STEP 15:

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Click "Save ROM". And test.

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Other Things You Can Do!

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To edit stats and the name, use Poke Edit Pro.
To add a backsprite, repeat these steps.
And more as I get questions!

Thank you!

__________________

Join the Suro revolution |Win the war of Majasuroshia| Fight the Oppressors

What you posted is already known. What's not known is how to repoint the pokedex entries so the pokemon can be encountered in the wild without the game freezing.

Weird... After I inserted the sprite 'n stuff, I tested if the sprite was inserted good... So, I set the Munchlax I inserted as one of the possible wildpkmn encounters, and the game didn't freeze when I encountered him.

Weird... After I inserted the sprite 'n stuff, I tested if the sprite was inserted good... So, I set the Munchlax I inserted as one of the possible wildpkmn encounters, and the game didn't freeze when I encountered him.

Depends on how you see it. You know, right before Bulbasaur (in Poke Edit Pro that is) there's a "?????????" spot, which I presume is the Missingno. from the 3rd gen games. And after celebi, we have 25 "?" slots. I used the first "?" slot, right after celebi, and it worked fine for me. The only thing I still need to do, is import the backsprite, the shiny sprites, the icon sprite and the change the cry (it's still the cry of the Unown)

Depends on how you see it. You know, right before Bulbasaur (in Poke Edit Pro that is) there's a "?????????" spot, which I presume is the Missingno. from the 3rd gen games. And after celebi, we have 25 "?" slots. I used the first "?" slot, right after celebi, and it worked fine for me. The only thing I still need to do, is import the backsprite, the shiny sprites, the icon sprite and the change the cry (it's still the cry of the Unown)

I meant one of the slots after celebi. Also, it's don't thinks it's Missingo that's before bulbasaur. Why would they purposely import a glitch like that? I don't know what it's supposed to be though. Maybe just a placeholder for the ? graphic? According to http://bulbapedia.bulbagarden.net/wiki/Ten_question_marks, it has a pokedex entry also; I'm not really sure what it's use is. Call is Missongno if you want, but it's not the same and I'd argue that it'd be a misnomer.

Tell me, what happens when you try to view the pokedex entry for the pokemon you inserted then?

I meant one of the slots after celebi. Also, it's don't thinks it's Missingo that's before bulbasaur. Why would they purposely import a glitch like that? I don't know what it's supposed to be though. Maybe just a placeholder for the ? graphic? According to http://bulbapedia.bulbagarden.net/wiki/Ten_question_marks, it has a pokedex entry also; I'm not really sure what it's use is. Call is Missongno if you want, but it's not the same and I'd argue that it'd be a misnomer.

Tell me, what happens when you try to view the pokedex entry for the pokemon you inserted then?

Well, there's no Pokedex entry (the entry that got "used" [wasn't actually used, there was no info on it] is the pokemon which is currently the last one in your pokedex, which my case was a rattata), but the pokemon/game itself doesn't gets glitched up. I managed to insert it correctly (sprite, backsprite, shiny, icon, etc), but there's only one thing I'm having problems with: the cry. The cry is still the same as the Unown, and honestly, I have no idea how to change it without glitching the game. I tried using PokeCryGUI (included with Elite Map) but it glitched up my game's music and sounds.

The cry is still the same as the Unown, and honestly, I have no idea how to change it without glitching the game. I tried using PokeCryGUI (included with Elite Map) but it glitched up my game's music and sounds.

Will you? Great! That will be so awesome! The only thing that's left to do then is a Pokedex editor, to make sure that you get those entries can be added as well. Then adding pokemon to advance games would be as good as complete. ^^

Will you? Great! That will be so awesome! The only thing that's left to do then is a Pokedex editor, to make sure that you get those entries can be added as well. Then adding pokemon to advance games would be as good as complete.

Yes, I'm using an English FR ROM. And yes, I have captured it, and had no problems with it except for the Pokedex entry, which was, as I said, the last pokemon you had in your pokedex list (which in my case was a rattata, so that entry got used. But, no data got added, as the game still treats it like a diffirent pokemon.)

Yes, I'm using an English FR ROM. And yes, I have captured it, and had no problems with it except for the Pokedex entry, which was, as I said, the last pokemon you had in your pokedex list (which in my case was a rattata, so that entry got used. But, no data got added, as the game still treats it like a diffirent pokemon.)

Strange. I (and many others) have tried using those spaces before to no avail. I'll try again tonight...

Sorry for another question, but the rom is completely clean beyond the inserted pokemon right?

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